A cinematic Roman gladiator action game focused on finishers.
Ryse: Son of Rome built its combat around cinematic finishers: the player is invulnerable during them, and strikes are so fast that animation frames are cut. It also gives extra damage for pressing attack just as the previous hit lands. The lesson: reward timing over memorised combos for casual players, and sell impact with anticipation, a fast strike and a hit pause. The sources give no sales or player numbers.
From Ryse: Son of Rome combat breakdown
Ryse gives bonus damage for pressing attack as the previous hit lands. Pressing attack just as the previous hit lands deals extra damage. Players are tested on reading animations and timing instead of memorising long combo inputs, which makes combat more accessible to casual audiences.
Assassin's Creed uses the same idea. Bayonetta is the contrast, with memorised combos that can overwhelm players. The goal is described as "testing and rewarding your timing and ability to read the animations".
Ryse's finishers cut animation frames to make the strike feel fast. The finisher strike is so fast that chunks of animation are cut and the sword jumps between frames. The player is also invulnerable during finishers.
This is offered as an example of the anticipation, fast strike, hit pause and long recovery pattern for selling impact. Other examples in the same breakdown are God of War 3's slow-mo wind-up and Transformers' three-frame impact hold.
You are invulnerable during finishers, and the strike is so fast that animation chunks are cut and the sword jumps between frames. Extra damage rewards pressing attack as the previous hit lands.
Ryse gives bonus damage for pressing attack as the previous hit lands. Pressing attack just as the previous hit lands deals extra damage. Players are tested on reading animations and timing instead of memorising long combo inputs, which makes combat more accessible to casual audiences.
Assassin's Creed uses the same idea. Bayonetta is the contrast, with memorised combos that can overwhelm players. The goal is described as "testing and rewarding your timing and ability to read the animations".
Ryse's finishers cut animation frames to make the strike feel fast. The finisher strike is so fast that chunks of animation are cut and the sword jumps between frames. The player is also invulnerable during finishers.
This is offered as an example of the anticipation, fast strike, hit pause and long recovery pattern for selling impact. Other examples in the same breakdown are God of War 3's slow-mo wind-up and Transformers' three-frame impact hold.
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